It's very satisfying to see the body hair groom deform with the bone rotations and blendshapes. The accessories like drinking horn, belt, and necklace are setup using bones and rigib bodies. The loincloth is using chaos cloth.
I've set this up with corrective blendshapes and pose driven map blending. The map blending is subtle but contributes to the final look.
Join me on Discord at 3DHUB:
https://discord.gg/GQTCY5k
Personal project here taking crack at using Unreal 5's pose driver node to dynamically drive blendshapes and blendmaps based on animation. The setup is really satisfying, no need to export deformer-baked anims from your DCC, you can export any animation and the correctives will trigger based on bone rotations. You could push this further and really get some perfect secondary forms. My curiosity with the setup is satisfied and I'm not using this character for a game so I won't be taking it further into polish for now but may come back to finish it off sometime in the future. That being said I'll post a video of this guy as a playable character soon.
Some setup of the character is shown here:
https://www.artstation.com/artwork/g8a0zP